So yeah, I've been trying to figure out why this script doesn't work. It worked one day and then another it did not. I tried copying one script after another into a new project and nothing seemed to mess the script up.
I think this has to do with the fact that I removed the intro part of games (the part where it fades out/in to the first map when pressing Start on the Title Screen). Because of this, I don't know how to fix it.
This means that whenever you save a newgame+ file, it won't load you at the start of the game, it will load like a normal save file (where you saved).
If that is not the problem then I don't know. Is it possible to fix this or should I just remove the script completely?
Are you sure you're loading a file that is set to be a new game+ file? Remember that you need to have a switch enabled on that save so that it counts as a new game+ and also load it using the new game+ option. And make sure you don't have any other save/load system that could be interfering with it...
Are you sure you're loading a file that is set to be a new game+ file? Remember that you need to have a switch enabled on that save so that it counts as a new game+ and also load it using the new game+ option. And make sure you don't have any other save/load system that could be interfering with it...
Yes, I am sure. I extracted the scripts (and events) to a NEW project and it worked as it should. It's only in my real project it does not.
The only other save/load scripts I have are Save Screenshots, and like I said, I extracted all of em. If I've missed one, I'm an idiot, but I'm sure I haven't.
EDIT: Wait, sorry, I might be an idiot after all, give me a minute.
"This script requires the Ace Save Engine". Do you have that? Is it above New Game+?
Did you configure your switches properly? Did you happen to use one of them for something else because you didn't configure them initially and didn't reserve them so they wouldn't accidentally be reused?
"This script requires the Ace Save Engine". Do you have that? Is it above New Game+?
Did you configure your switches properly? Did you happen to use one of them for something else because you didn't configure them initially and didn't reserve them so they wouldn't accidentally be reused?
No, I just used the script wrong. Or at least, I think I did. It works now, sort of, and the problem was in the eventing. After the Saving call, I had a "Return to Title Screen", so when loading the game, that's all that happened. It feels like I'm missing something, but it seems to work.
Remove/Move this thread to it's rightful place, I'm really embarrassed right now.
Loading the game and using the new game+ option are two different things... For the new game+ option to work you need to select new game+ from yanfly's save menu instead of load.
I know, but I still don't know what's wrong. The main point is that I got it to work like I wanted. The NewGame+ isn't so heavy for my game since it's NOT an RPG, so this is OK.
No, I just used the script wrong. Or at least, I think I did. It works now, sort of, and the problem was in the eventing. After the Saving call, I had a "Return to Title Screen", so when loading the game, that's all that happened. It feels like I'm missing something, but it seems to work.
Remove/Move this thread to it's rightful place, I'm really embarrassed right now.
I think I might know what happened. Whenever I force a save in an event (or call the save screen), when you load it, it resumes the event right where you left off. So, if you have a return to title screen event after the save, when you load it, it resumes the event where you saved it and then does the next item in the event, which is return to title screen.
At least, that is how it has worked for me so far with Yanfly's save manager in my game.
I think I might know what happened. Whenever I force a save in an event (or call the save screen), when you load it, it resumes the event right where you left off. So, if you have a return to title screen event after the save, when you load it, it resumes the event where you saved it and then does the next item in the event, which is return to title screen.
At least, that is how it has worked for me so far with Yanfly's save manager in my game.
That's what I was talking about before, I just changed it to manually go to the first map and now it works. But it feels like this is not the right way to use the script, or am I wrong?
That's what I was talking about before, I just changed it to manually go to the first map and now it works. But it feels like this is not the right way to use the script, or am I wrong?
Afraid I don't know. I don't use the New Game+ part of the script at the moment, as my game is far from done. All I can say is try it and see, and maybe the others can post more on this?
The thing is the script is supposed to bring you back to the first map automatically (and reset things up) if you choose the New Game+ Option (instead of the normal load option)... I've already checked the script and if you choose the New Game+ option it already set things up using the first map, so it wouldn't even be loading the map where you saved.
If it runs the last part of the event upon loading, then that could mean that either, you're using the default load option instead of new game+ (remember that you'd need to select New Game+ instead of Load for it to work) or something is interfering though that is a bit unlikely since the New game+ command is only present in his script and it uses his own method so the likelihood of any other script ruining it is very low.
Can you upload your demo so we could try?
PS: Can you actually try to remove any event command after the save call and see if New Game+ will still bring you back to the first map?
PS 2: Can you post a screenie of the event, the settings of New Game+ and the Load Menu?
PS 3: Can you outline how you actually tested it? As in a step-by-step procedure.
The thing is the script is supposed to bring you back to the first map automatically (and reset things up) if you choose the New Game+ Option (instead of the normal load option)... I've already checked the script and if you choose the New Game+ option it already set things up using the first map, so it wouldn't even be loading the map where you saved.
If it runs the last part of the event upon loading, then that could mean that either, you're using the default load option instead of new game+ (remember that you'd need to select New Game+ instead of Load for it to work) or something is interfering though that is a bit unlikely since the New game+ command is only present in his script and it uses his own method so the likelihood of any other script ruining it is very low.
Can you upload your demo so we could try?
PS: Can you actually try to remove any event command after the save call and see if New Game+ will still bring you back to the first map?
PS 2: Can you post a screenie of the event, the settings of New Game+ and the Load Menu?
PS 3: Can you outline how you actually tested it? As in a step-by-step procedure.
As always you are right. Even though I thought I had this solved. Right now it kinda works, after you've made your save and hit the NewGame+ button, you get sent (manuelly by me) to first map and everything gets reseted (items etc.)
Problem; After you made the save, you get sent to first map automatically and things doesn't get reseted until you hit the button.
Removing all event commands after the save call only makes the save call loop. Pressing NewGame+ from that save send you to starting map.
Settings inside New Game+ code:
# This array contains all of the switches that you want carried over to # be maintained. Any switches that aren't here will be set false.
CARRY_OVER_SWITCHES = [168, 170..178]
# This array contains all of the variables that you want carried over to
# be maintained. Any variables that aren't here will be set to 0.
CARRY_OVER_VARIABLES = []
# If this is set to false, then actors will be completely reset back to
# their original starting states. If it's set to true, then actors will
# be kept exactly as they are.
CARRY_OVER_ACTORS = false
# These settings are only used if actors will be carried over. With this,
# you can limit what specifics will be carried over for actors from levels
# to equips to skills.
CARRY_OVER_LEVELS = false
CARRY_OVER_EQUIPS = false
CARRY_OVER_SKILLS = false
# If this is set to false, then the party members will revert back to the
# original starting party members. If it's true, then the party setup will
# remain exactly the same.
CARRY_OVER_PARTY_MEMBERS = false
# If any of these are set to false, then no items, weapons, or armours will
# be carried over. If it's set to true, then the respective items will be
# carried over to the newer game.
CARRY_OVER_GOLD = false
CARRY_OVER_ITEMS = false
CARRY_OVER_WEAPONS = false
CARRY_OVER_ARMOURS = false
Also, switch 169 is for activating NewGame+ save.
This is how the event for saving is now at the end of the game. I've removed some "Fade out BGM" etc. before because I'm testing a lot.
This is the most basic way I tested it. I'd pick up an item in a room and then use another event to transfer Player to NewGame+ map. I saved and then clicked the NewGame+ button, and I got transfered to the old room. Now the item I picked up is visible again and I don't have it in my inventory.
Then something is bugging causing it to still run the events... What if you try it on a project that only has save manager and new game+ then add commands to after the save in the event? Just to make sure if it's inherent in the NG+ script or not.
so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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